semi-transparent water rendering (TODO)

This commit is contained in:
2022-01-29 00:43:11 +08:00
parent 904221ac14
commit fea09c5012
18 changed files with 250 additions and 68 deletions

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#version 330
uniform sampler2D tex;
in vec3 fragPosWorld;
in float fragPosLightspaceZ;
in vec2 fragTexCoord;
in vec3 fragNormal;
in float fragLight;
layout (location = 0) out vec4 outputPosition;
layout (location = 1) out vec4 outputNormal;
layout (location = 2) out vec4 outputColor;
const float gamma = 2.2;
void main() {
outputPosition.xyz = fragPosWorld;
outputPosition.w = fragPosLightspaceZ;
outputNormal.xyz = fragNormal;
outputColor = texture(tex, fragTexCoord);
outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
}

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#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightspace;
uniform vec3 viewPos;
layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 vertTexCoord;
layout (location = 3) in float light;
out vec3 fragPosWorld;
out float fragPosLightspaceZ;
out vec2 fragTexCoord;
out vec3 fragNormal;
out float fragLight;
void main() {
fragTexCoord = vertTexCoord;
fragNormal = normalize(normal);
fragLight = light;
gl_Position = projection * view * model * vec4(vert, 1);
vec4 pos4 = model * vec4(vert, 1);
fragPosWorld = pos4.xyz / pos4.w;
vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
fragPosWorld -= viewPos;
}

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#version 330
uniform sampler2D shadowmap;
uniform mat4 lightspace;
uniform vec3 viewPos;
uniform vec3 sun;
uniform vec4 fogColor;
// G-Buffers
uniform sampler2D gPos;
uniform sampler2D gNorm;
uniform sampler2D gColor;
// Fragment information from G-Buffers
vec4 fragPos;
vec4 fragPosLightspace;
float fragPosLightspaceZ;
vec3 fragNormal;
vec4 fragColor;
in vec2 fragPosScreen;
out vec4 outputColor;
const float gamma = 2.2;
const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
const float fogDensity = .00003;
float light;
vec4 texpixel, color;
void lightSun();
float lightSunShadow();
void lightPoint(int i);
void loadGBuffer() {
fragNormal = texture(gNorm, fragPosScreen).xyz;
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
discard;
vec4 fragGPos = texture(gPos, fragPosScreen);
fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
fragPosLightspaceZ = fragGPos.w;
fragColor = texture(gColor, fragPosScreen);
fragPosLightspace = lightspace * fragPos;
}
void main() {
loadGBuffer();
light = ambient;
lightSun();
color += vec4(fragColor.rgb * light, 0.0f);
color.a = fragColor.a;
color.rgb = pow(color.rgb, vec3(1.0/gamma));
float z = gl_FragCoord.z / gl_FragCoord.w;
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
outputColor = mix(fogColor, color, fog);
}
void lightSun() {
/* Diffuse */
vec3 lightDir = sun;
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
/* Specular */
vec3 viewDir = normalize(viewPos - fragPos.xyz);
vec3 reflectDir = reflect(-lightDir, fragNormal);
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
float shadow = lightSunShadow();
light += diffuse * shadow;
color += vec4(vec3(specular), 0.0f) * shadow;
}
float lightSunShadow() {
/* Shadow */
float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
projCoords = projCoords*0.5 + 0.5;
float closestDepth = texture(shadowmap, projCoords.xy).r;
//float currentDepth = projCoords.z;
float currentDepth = fragPosLightspaceZ;
float shadow = 0;
if (currentDepth > 1.0f || currentDepth < 0.0f)
return 1.0f;
//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
for (int x=-4; x<=4; ++x)
for (int y=-4; y<=4; ++y) {
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
}
return min(shadow/81.0f, 1.0f);
}

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#version 330
layout (location = 0) in vec2 vert;
layout (location = 1) in vec2 texCoord;
out vec2 fragPosScreen;
void main() {
gl_Position = vec4(vert, 0.0f, 1);
fragPosScreen = texCoord;
}

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#version 330
void main() {
// gl_FragDepth = gl.FragCoord.z;
}

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#version 330
uniform mat4 model;
uniform mat4 lightspace;
layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 vertTexCoord;
layout (location = 3) in float light;
void main() {
gl_Position = lightspace * model * vec4(vert, 1.0);
}

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#version 330
uniform sampler2D tex;
uniform sampler2D shadowmap;
uniform vec3 viewPos;
uniform vec3 sun;
uniform vec4 fogColor;
uniform float alpha; // Alpha of the semi-transparant layer
// Fragment information
in vec4 fragPos;
in vec4 fragPosLightspace;
in vec3 fragNormal;
in vec2 fragTexCoord;
vec4 fragColor;
out vec4 outputColor;
const float gamma = 2.2;
const float ambient = 0.3, specularStrength = 1.6, specularShininess = 128;
const float fogDensity = .00003;
float finalpha;
float light;
vec4 texpixel, color;
void lightSun();
float lightSunShadow();
void lightPoint(int i);
void main() {
fragColor = vec4(pow(texture(tex, fragTexCoord).rgb, vec3(gamma)), 1.0f);
finalpha = alpha;
light = ambient;
lightSun();
color += vec4(fragColor.rgb * light, 0.0f);
color.a = fragColor.a;
color.rgb = pow(color.rgb, vec3(1.0/gamma));
float z = gl_FragCoord.z / gl_FragCoord.w;
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
outputColor = mix(fogColor, color, fog) * finalpha;
}
void lightSun() {
/* Diffuse */
vec3 lightDir = sun;
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
/* Specular */
vec3 viewDir = normalize(viewPos - fragPos.xyz);
vec3 reflectDir = reflect(-lightDir, fragNormal);
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
if (specular > 1.0f) {
finalpha = min(finalpha + specular - 1.0f, 1.0f);
}
float shadow = lightSunShadow();
light += diffuse * shadow;
color += vec4(vec3(specular), 0.0f) * shadow;
finalpha = min(finalpha + 0.1f * shadow, 1.0f);
}
float lightSunShadow() {
/* Shadow */
float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
projCoords = projCoords*0.5 + 0.5;
float closestDepth = texture(shadowmap, projCoords.xy).r;
float currentDepth = projCoords.z;
float shadow = 0;
if (currentDepth > 1.0f || currentDepth < 0.0f)
return 1.0f;
//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
for (int x=-4; x<=4; ++x)
for (int y=-4; y<=4; ++y) {
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
}
return min(shadow/81.0f, 1.0f);
}

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#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightspace;
layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;
layout (location = 4) in float light;
out vec4 fragPos;
out vec4 fragPosLightspace;
out vec3 fragNormal;
out vec2 fragTexCoord;
void main() {
fragTexCoord = texCoord;
fragPos = model * vec4(vert, 1);
fragPosLightspace = lightspace * fragPos;
fragNormal = normal;
gl_Position = projection * view * fragPos;
}